Fixed Descriptions of N64SyncSettings
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108dfcbe54
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@ -78,7 +78,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.N64
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[DefaultValue(1)]
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[DisplayName("Wire Frame Mode")]
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//0=Normal colors, 1=Vertex colors, 2=Red only
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[Description("0=Normal colors, 1=Vertex colors, 2=Red only")]
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public int WFMode { get; set; }
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[DefaultValue(false)]
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@ -139,12 +139,11 @@ namespace BizHawk.Emulation.Cores.Nintendo.N64
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[DefaultValue(0)]
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[DisplayName("Texture Filter")]
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//0=None, 1=Blur edges, 2=Super 2xSai, 3=Hq2x, 4=Hq4x
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[Description("0=None, 1=Blur edges, 2=Super 2xSai, 3=Hq2x, 4=Hq4x")]
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public int TexFilter { get; set; }
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[DefaultValue(false)]
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[DisplayName("Framebuffer Render")]
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//Framebuffer Depth Render in main.cpp?
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public bool FbRender { get; set; }
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[DefaultValue(false)]
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@ -253,7 +252,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.N64
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[DefaultValue(1)]
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[DisplayName("Buffer swapping method")]
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//0=Old, 1=New, 2=Hybrid
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[Description("0=Old, 1=New, 2=Hybrid")]
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public int swapmode { get; set; }
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[DefaultValue(1041204192)]
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@ -282,7 +281,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.N64
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[DefaultValue(0)]
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[DisplayName("LOD calculation")]
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//0=Off, 1=Fast, 2=Precise
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[Description("0=Off, 1=Fast, 2=Precise")]
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public int lodmode { get; set; }
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[DefaultValue(0)]
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@ -291,7 +290,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.N64
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[DefaultValue(1)]
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[DisplayName("Filtering Mode")]
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//0=None, 1=Force bilinear, 2=Force point-sampled
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[Description("0=None, 1=Force bilinear, 2=Force point-sampled")]
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public int filtering { get; set; }
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[DefaultValue(20)]
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@ -88,185 +88,168 @@ namespace BizHawk.Emulation.Cores.Nintendo.N64
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[DefaultValue(0)]
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[DisplayName("Frame Buffer Emulation")]
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// 0=ROM default, 1=disable
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[Description("0=ROM default, 1=disable")]
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public int FrameBufferSetting { get; set; }
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[DefaultValue(0)]
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[DisplayName("Frame Buffer Wrie Back Control")]
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// Frequency to write back the frame buffer
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// 0=every frame, 1=every other frame, etc
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[DisplayName("Frame Buffer Write Back Control")]
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[Description("Frequency to write back the frame buffer: 0=every frame, 1=every other frame, etc")]
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public int FrameBufferWriteBackControl { get; set; }
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[DefaultValue(0)]
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[DisplayName("Render-to-texture emulation")]
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// 0=none, 1=ignore, 2=normal, 3=write back, 4=write back and reload
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[Description("0=none, 1=ignore, 2=normal, 3=write back, 4=write back and reload")]
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public int RenderToTexture { get; set; }
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[DefaultValue(4)]
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[DisplayName("Screen Update Setting")]
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// Control when the screen will be updated
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// 0=ROM default, 1=VI origin update, 2=VI origin change,
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// 3=CI change, 4=first CI change, 5=first primitive draw,
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// 6=before screen clear, 7=after screen drawn
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[Description("0=ROM default, 1=VI origin update, 2=VI origin change, 3=CI change, 4=first CI change, 5=first primitive draw, 6=before screen clear, 7=after screen drawn")]
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public int ScreenUpdateSetting { get; set; }
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[DefaultValue(2)]
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[DisplayName("Mip Mapping")]
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// 0=no, 1=nearest, 2=bilinear, 3=trilinear
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[Description("0=no, 1=nearest, 2=bilinear, 3=trilinear")]
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public int Mipmapping { get; set; }
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[DefaultValue(0)]
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[DisplayName("Fog Method")]
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// 0=Disable, 1=Enable n64 choose, 2=Force Fog
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[Description("0=Disable, 1=Enable n64 choose, 2=Force Fog")]
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public int FogMethod { get; set; }
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[DefaultValue(0)]
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[DisplayName("Force Texture Filter")]
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// Force to use texture filtering or not
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// 0=auto: n64 choose, 1=force no filtering, 2=force filtering
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[Description("0=auto: n64 choose, 1=force no filtering, 2=force filtering")]
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public int ForceTextureFilter { get; set; }
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[DefaultValue(0)]
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[DisplayName("Primary texture enhancement filter")]
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// 0=None, 1=2X, 2=2XSAI, 3=HQ2X, 4=LQ2X, 5=HQ4X, 6=Sharpen, 7=Sharpen More, 8=External, 9=Mirrored
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[Description("0=None, 1=2X, 2=2XSAI, 3=HQ2X, 4=LQ2X, 5=HQ4X, 6=Sharpen, 7=Sharpen More, 8=External, 9=Mirrored")]
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public int TextureEnhancement { get; set; }
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[DefaultValue(0)]
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[DisplayName("Secondary texture enhancement filter")]
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// 0 = none, 1-4 = filtered
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[Description("0 = none, 1-4 = filtered")]
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public int TextureEnhancementControl { get; set; }
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[DefaultValue(0)]
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[DisplayName("Texture Quality")]
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// Color bit depth to use for textures
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// 0=default, 1=32 bits, 2=16 bits
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[Description("Color bit depth to use for textures: 0=default, 1=32 bits, 2=16 bits")]
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public int TextureQuality { get; set; }
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[DefaultValue(16)]
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[DisplayName("OpenGL Depth Buffer Setting")]
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// Z-buffer depth (only 16 or 32)
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[Description("Z-buffer depth (only 16 or 32)")]
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public int OpenGLDepthBufferSetting { get; set; }
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[DefaultValue(0)]
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[DisplayName("Enable/Disable MultiSampling")]
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// 0=off, 2,4,8,16=quality
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[Description("0=off, 2,4,8,16=quality")]
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public int MultiSampling { get; set; }
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[DefaultValue(0)]
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[DisplayName("Color Quality")]
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// Color bit depth for rendering window
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// 0=32 bits, 1=16 bits
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[Description("Color bit depth for rendering window: 0=32 bits, 1=16 bits")]
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public int ColorQuality { get; set; }
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[DefaultValue(0)]
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[DisplayName("OpenGL Render Setting")]
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// OpenGL level to support
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// 0=auto, 1=OGL_1.1, 2=OGL_1.2, 3=OGL_1.3, 4=OGL_1.4,
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// 5=OGL_1.4_V2, 6=OGL_TNT2, 7=NVIDIA_OGL, 8=OGL_FRAGMENT_PROGRAM
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[Description("0=auto, 1=OGL_1.1, 2=OGL_1.2, 3=OGL_1.3, 4=OGL_1.4, 5=OGL_1.4_V2, 6=OGL_TNT2, 7=NVIDIA_OGL, 8=OGL_FRAGMENT_PROGRAM")]
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public int OpenGLRenderSetting { get; set; }
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[DefaultValue(0)]
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[DisplayName("Anisotropic Filtering")]
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// Enable/Disable Anisotropic Filtering for Mipmapping
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// 0=no filtering, 2-16=quality
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//This is uneffective if Mipmapping is 0. If the given value is to high to
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// be supported by your graphic card, the value will be the highest value
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//your graphic card can support. Better result with Trilinear filtering
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[Description("0=no filtering, 2-16=quality")]
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public int AnisotropicFiltering { get; set; }
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[DefaultValue(false)]
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[DisplayName("Normal Alpha Blender")]
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// Force to use normal alpha blender
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[Description("Force to use normal alpha blender")]
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public bool NormalAlphaBlender { get; set; }
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[DefaultValue(false)]
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[DisplayName("Fast Texture Loading")]
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// Use a faster algorithm to speed up texture loading and CRC computation
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[Description("Use a faster algorithm to speed up texture loading and CRC computation")]
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public bool FastTextureLoading { get; set; }
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[DefaultValue(true)]
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[DisplayName("Accurate Texture Mapping")]
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// Use different texture coordinate clamping code
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[Description("Use different texture coordinate clamping code")]
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public bool AccurateTextureMapping { get; set; }
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[DefaultValue(false)]
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[DisplayName("In N64 Resolution")]
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// Force emulated frame buffers to be in N64 native resolution
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[Description("Force emulated frame buffers to be in N64 native resolution")]
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public bool InN64Resolution { get; set; }
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[DefaultValue(false)]
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[DisplayName("Save VRAM")]
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// Try to reduce Video RAM usage (should never be used)
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[Description("Try to reduce Video RAM usage (should never be used)")]
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public bool SaveVRAM { get; set; }
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[DefaultValue(false)]
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[DisplayName("Double Size for Small Texture Buffer")]
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// Enable this option to have better render-to-texture quality
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[Description("Enable this option to have better render-to-texture quality")]
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public bool DoubleSizeForSmallTxtrBuf { get; set; }
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[DefaultValue(false)]
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[DisplayName("Default Combiner Disable")]
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// Force to use normal color combiner
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[Description("Force to use normal color combiner")]
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public bool DefaultCombinerDisable { get; set; }
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[DefaultValue(true)]
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[DisplayName("Enable Hacks")]
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// Enable game-specific settings from INI file
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[Description("Enable game-specific settings from INI file")]
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public bool EnableHacks { get; set; }
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[DefaultValue(false)]
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[DisplayName("WinFrame Mode")]
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// If enabled, graphics will be drawn in WinFrame mode instead of solid and texture mode
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[Description("If enabled, graphics will be drawn in WinFrame mode instead of solid and texture mode")]
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public bool WinFrameMode { get; set; }
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[DefaultValue(false)]
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[DisplayName("Full TMEM Emulation")]
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// N64 Texture Memory Full Emulation (may fix some games, may break others)
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[Description("N64 Texture Memory Full Emulation (may fix some games, may break others)")]
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public bool FullTMEMEmulation { get; set; }
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[DefaultValue(false)]
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[DisplayName("OpenGL Vertex Clipper")]
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// Enable vertex clipper for fog operations
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[Description("Enable vertex clipper for fog operations")]
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public bool OpenGLVertexClipper { get; set; }
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[DefaultValue(true)]
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[DisplayName("Enable SSE")]
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//Enable/Disable SSE optimizations for capable CPUs
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public bool EnableSSE { get; set; }
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[DefaultValue(false)]
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[DisplayName("Enable Vertex Shader")]
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// Use GPU vertex shader
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public bool EnableVertexShader { get; set; }
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[DefaultValue(false)]
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[DisplayName("Skip Frame")]
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// If this option is enabled, the plugin will skip every other frame
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[Description("If this option is enabled, the plugin will skip every other frame")]
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public bool SkipFrame { get; set; }
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[DefaultValue(false)]
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[DisplayName("Text Rect Only")]
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// If enabled, texture enhancement will be done only for TxtRect ucode
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[Description("If enabled, texture enhancement will be done only for TxtRect ucode")]
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public bool TexRectOnly { get; set; }
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[DefaultValue(false)]
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[DisplayName("Small Texture Only")]
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// If enabled, texture enhancement will be done only for textures width+height<=128
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[Description("If enabled, texture enhancement will be done only for textures width+height<=128")]
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public bool SmallTextureOnly { get; set; }
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[DefaultValue(true)]
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[DisplayName("Load Hi Res CRC Only")]
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// Select hi-resolution textures based only on the CRC and ignore format+size information (Glide64 compatibility)
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[Description("Select hi-resolution textures based only on the CRC and ignore format+size information (Glide64 compatibility)")]
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public bool LoadHiResCRCOnly { get; set; }
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[DefaultValue(false)]
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[DisplayName("Load Hi Res Textures")]
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// Enable hi-resolution texture file loading
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public bool LoadHiResTextures { get; set; }
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[DefaultValue(false)]
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[DisplayName("Dump Textures to Files")]
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// Enable texture dumping
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public bool DumpTexturesToFiles { get; set; }
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[DefaultValue(true)]
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